Rating
+3

LoD Manald Heal Electrocute GR110+

Regular
Solo
BBCode Link
Edit

Skills

  • Electrocute Chain Lightning
  • Magic Weapon Deflection
  • Black Hole Spellsteal
  • Teleport Wormhole
  • Explosive Blast Chain Reaction
  • Storm Armor Scramble
  • Audacity
  • Galvanizing Ward
  • Paralysis
  • Unwavering Will

Items

More Details
  • Legendary Gems

    • Legacy of Dreams
    • Bane of the Stricken
    • Bane of the Trapped

Kanai's Cube

  • Orb of Infinite Depth
  • The Shame of Delsere
  • Manald Heal

Fragment of Destiny and The Shame of Delsere increase attack speed for signature spells. Velvet Camaral and Myken's Ball of Hate improve Chain Lightning rune of Electrocute to hit up to 20 targets and to allow hitting the same target more than once. Depth Diggers increase Electrocute damage without Paralysis and Manald Heal gives the main damage when Paralysis procs.


Since this build is quite stationary and Squirt's Necklace boosts all damage, shielding is required. Ashnagarr's Blood Bracer with Galvanizing Ward, Magic Weapon - Deflection, and very high attack speed give enough shields to not care about Squirt's Necklace's bonus dropping.


Other items are here to just increase general damage dealt and decrease damage taken. Halo of Karini fits the theme nicely, Ice Climbers allow standing in cold spells carelessly, and shoulders are pretty much open. If Electrocute was a channelling spell, there would be an obvious choice for this slot.


For season 25 use:

- helm: Shard of Hatred with main stat, and with "You now deal 10% for every enemy instead of 5% (to a maximum of 100%)."

- weapon: Remnant of Pain with CHC or weapon damage increase, and with "When you critically hit an enemy, you increase the Attack Speed of all players by 5% for 5 seconds. Max 10 stacks."


Nonseasonal version should use an emerald for the weapon and a diamond for the helm (to have Spellsteal and Teleport available more often).

Paragon Priorities

Core

Primary Stat
Movement Speed
Vitality
Maximum Resource
Damage
Exorcism
Armor Penetration
Life
Zeal
Judgment
Potency
Wrath
Heart of Wrath
Damage
Deeper Pockets

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction
Life
Life
Unyielding
Damage
Stalwart
Resistance
Indestructible
Escape Artist
Precognition
Armor
Armor

Defense

Life
Armor
Resist All
Life Regeneration
Potency
Swift Learner
Gold Find
Treasure Find
Lucky
Greed
Damage
Resistance
Life
Armor Penetration
Armor

Utility

Life on Hit
Gold Find
Area Damage
Resource Cost Reduction
Damage
Potency
Life
Uncontrollable
Quick Witted
Trapper
Life
Rapid Recovery
Cheat Death
Armor Penetration
Resistance
Armor

Other1

Life
Armor
Resistance
Potency
Damage
Armor Penetration
Hold Formation
Battle Morale
First Aid
Combat Veteran
Sacrifice

Other2

Potency
Willpower
Armor Penetration
Damage
Covert Operations
Coordinated Assault
Mutual Defense
Superior Coordination
Find Weakness
Health
Armor

Other3

Strength
Stamina
Strength
Willpower
Frontal Assault
Close Quarters
Shared Protection
Demon Slayer
Indestructible

Other4

Strength
Vitality
Strength
Willpower
Enhance
Bloodthirst
Fury
Paragon Points
Thunderbolt

Other5

Damage
Willpower
Offense Rating
Potency
Hot Pursuit
Locomotion
Battle Thrill
Combat Trance
Time Warp

Other6

Life
Strength
Vitality
Strength
Willpower
Recuperate
Regeneration
Battlefield Efficiency
Resilient
Always Be Prepared

Build Guide

Ah, Manald Heal, what a fun item. Pretty buggy and useless now, unless you're into messing with F-tier builds, like me. I mean, just look at these nice lightnings and big hits.


How strong it is? I was able to clear GR115 on season 25, GR110 off-season, run T16 comfortably, and powerlevel others on T6 freely with the speed variant. If Electrocute was a channelling spell, it would be probably 5 to 10 tiers stronger. If Paralysis was affected by +lightning damage increase, then probably another 2 - 3 tiers.


This configuration doesn't use Archon, doesn't require cooldown, doesn't need any area damage or +lightning damage (because it doesn't work with MH), and doesn't care about any rotations (because the damage is quite random). Proccing Paralysis durning lightning cycle gives much better damage, but there's no control over that. Important things are CHC, CHD and attack speed. Other than that just move from a group to a group, cast Spellsteal and zap elites. Keeping Explosive Blast stacks helps with both damage and survivability. Proccing Paralysis for one enemy applies Manald Heal's damage to all targets in the chain.


What's interesting is dealing with groups of monsters. Chain Lightning can hit up to 20 enemies and can hit the same enemy multiple times (if there's another enemy to chain the lightning with). Because of that gathering big groups of enemies won't help that much except giving more targets for Spellsteal. That also means that this build is doing equally fine in smaller corridors with fewer enemies. In fact, the best situation would be to have two groups of mobs - one to Spellsteal and kite as a source of additional chain lightning targets and another one, a little smaller - to fight with. You could see on the attached video that there are situations where a single elite stays on the battlefield and to kill it quickly you'd need another target with comparable health.


Rift guardians that spawn targettable mobs are much faster to kill due to chain lightning bounces.


T16 speed variant: https://www.youtube.com/watch?v=pEIQlBi8eK0